Computer modeling of the tournament of game algorithms in the process of learning of basics of algorithmization and programming by pre-service IT-specialists
DOI:
https://doi.org/10.55056/cte.98Keywords:
IT-specialists’ training, computer modeling, tournament of algorithms, computer simulator, winning strategyAbstract
The problems of contemporary IT specialists’ training in terms of the high requirements to their computational thinking skills as well as the urgency of raising their motivation to mastering algorithmization and programming are discussed in the paper. It is emphasized by the authors that initial university courses should focus pre-service IT-specialists on the deep understanding of an algorithmic nature of any coding task, to realize basic characteristics of the algorithms, to understand their role in modern software development. Due to the contemporary demands, programming should rest on algorithms building and has to be a part of lager scale experiences in order to realize its full potential. One of such experiences offered by the authors in the paper is involving the students into specially arranged activity focused on efficient game algorithms creation and simulation of the tournament between the algorithms. The offered activity is elaborated based on the applying the gamification elements into the learning process. Basing on the core gamifiaction principles, there were thought over and arranged an activity involving the students into the creation of gamified products. In our case, the gamified product which the students had to develop in the process of learning of algorithmization and programming was the software platform which enables a computer simulation of the tournament between the different game algorithms which realize winning strategies. The peculiarities and the stages of the said activity are covered in details along with the description of the final software product. Analyzing the described functionality of the computer simulator of the algorithms tournaments based on the gamification ideas, we can emphasize its significant didactic facilities in the context of its using for IT-specialists training. In particular, the developed gamified product was probed in the process of other students’ mastering algorithmization and programming as well as of the schoolchildren training during summer IT schools. The prospects of the research are outlined in the lines of using the obtained results for holding the empirical research for the verification of offered activity impact on the results of IT-specialists training.
Downloads
References
Antin, J. and Churchill, E., 2011. Badges in social media: A social psychological perspective. Chi 2011 workshop gamification: Using game design elements in non-game contexts. Vancouver, Canada, pp.49–54. Available from: http://gamification-research.org/wp-content/uploads/2011/04/03-Antin-Churchill.pdf.
Association for Computing Machinery and IEEE Computer Society, 2015. Software engineering curricula 2014: Curriculum guidelines for undergraduate degree programs in software engineering, Computing Curricula. Available from: https://www.acm.org/binaries/content/assets/education/se2014.pdf.
Association for Computing Machinery and IEEE Computer Society, 2016. Computer engineering curricula 2016: Curriculum guidelines for undergraduate degree programs in computer engineering. Available from: https://www.acm.org/binaries/content/assets/education/ce2016-final-report.pdf.
Association for Computing Machinery and IEEE Computer Society, 2020. Computing curricula 2020: Paradigms for global computing education. Available from: https://www.acm.org/binaries/content/assets/education/curricula-recommendations/cc2020.pdf.
Buzko, V.L., Bonk, A.V. and Tron, V.V., 2018. Implementation of gamification and elements of augmented reality during the binary lessons in a secondary school. Ceur workshop proceedings, 2257, pp.53–60. DOI: https://doi.org/10.31812/123456789/2663
Deterding, C.S., 2011. Meaningful play: Getting gamification right. Video. Available from: https://www.youtube.com/watch?v=7ZGCPap7GkY.
Deterding, S., 2015. The lens of intrinsic skill atoms: A method for gameful design. Human–computer interaction, 30(3-4), pp.294–335. Available from: https://doi.org/10.1080/07370024.2014.993471. DOI: https://doi.org/10.1080/07370024.2014.993471
Deterding, S., Dixon, D., Khaled, R. and Nacke, L., 2011. From game design elements to gamefulness: Defining "gamification". Proceedings of the 15th international academic mindtrek conference: Envisioning future media environments. New York, NY, USA: Association for Computing Machinery, MindTrek ’11, p.9–15. Available from: https://doi.org/10.1145/2181037.2181040. DOI: https://doi.org/10.1145/2181037.2181040
Deterding, S., Sicart, M., Nacke, L., O’Hara, K. and Dixon, D., 2011. Gamification. using game-design elements in non-gaming contexts. Chi ’11 extended abstracts on human factors in computing systems. New York, NY, USA: Association for Computing Machinery, CHI EA’11, p.2425–2428. Available from: https://doi.org/10.1145/1979742.1979575. DOI: https://doi.org/10.1145/1979742.1979575
Fedorenko, E.G., Kaidan, N.V., Velychko, V.Y. and Soloviev, V.N., 2021. Gamification when studying logical operators on the Minecraft EDU platform. Ceur workshop proceedings, 2898, pp.107–118. Available from: http://ceur-ws.org/Vol-2898/paper05.pdf. DOI: https://doi.org/10.31812/123456789/4624
Geissler, M., Brown, D., McKenzie, N., Peltsverger, S., Preuss, T., Sabin, M. and Tang, C., 2020. Information technology transfer curricula 2020: Curriculum guidelines for two-year transfer programs in information technology. New York, NY, USA: Association for Computing Machinery. Available from: https://ccecc.acm.org/files/publications/IT-Transfer2020.pdf. DOI: https://doi.org/10.1145/3414584
Hoonhout, J. and Meerbeek, B., 2011. Brainstorm triggers: game characteristics as input in ideation. Chi 2011 workshop gamification: Using game design elements in non-game contexts. Vancouver, Canada, pp.49–54. Available from: http://gamification-research.org/wp-content/uploads/2011/04/13-Hoonhout.pdf.
Introduction into computational thinking, 2021. Available from: https://www.bbc.co.uk/bitesize/guides/zp92mp3/revision/1.
Joint Task Force on Cybersecurity Education, 2017. Cybersecurity curricula 2017: Curriculum guidelines for post-secondary degrees in cybersecurity. Available from: https://www.acm.org/binaries/content/assets/education/curricula-recommendations/csec2017.pdf. DOI: https://doi.org/10.1145/3422808
Kapp, K.M., 2012. The gamification of learning and instruction: game-based methods and strategies for training and education. Wiley. DOI: https://doi.org/10.1145/2207270.2211316
Khaleel, F.L., Ashaari, N.S., Meriam, T.S., Wook, T. and Ismail, A., 2015. The study of gamification application architecture for programming language course. Proceedings of the 9th international conference on ubiquitous information management and communication. New York, NY, USA: Association for Computing Machinery, IMCOM ’15. Available from: https://doi.org/10.1145/2701126.2701222. DOI: https://doi.org/10.1145/2701126.2701222
Khaleel, F.L., Ashaari, N.S., Tengku Wook, T.S.M. and Ismail, A., 2015. User-enjoyable learning environment based on gamification elements. 2015 international conference on computer, communications, and control technology (i4ct). pp.221–226. Available from: https://doi.org/10.1109/I4CT.2015.7219570. DOI: https://doi.org/10.1109/I4CT.2015.7219570
Knutas, A., Ikonen, J., Nikula, U. and Porras, J., 2014. Increasing collaborative communications in a programming course with gamification: A case study. Proceedings of the 15th international conference on computer systems and technologies. New York, NY, USA: Association for Computing Machinery, CompSysTech ’14, p.370–377. Available from: https://doi.org/10.1145/2659532.2659620. DOI: https://doi.org/10.1145/2659532.2659620
Seaborn, K. and Fels, D.I., 2015. Gamification in theory and action: A survey. International journal of human-computer studies, 74, pp.14–31. Available from: https://doi.org/10.1016/j.ijhcs.2014.09.006. DOI: https://doi.org/10.1016/j.ijhcs.2014.09.006
Seidametova, Z., 2020. Combining programming and mathematics through computer simulation problems. Ceur workshop proceedings, 2732, pp.869–880.
Task Group on Information Technology Curricula, 2017. Information technology curricula 2017: Curriculum guidelines for baccalaureate degree programs in information technology. New York, NY, USA: Association for Computing Machinery.
Downloads
Submitted
Published
Issue
Section
How to Cite
Accepted 2021-12-17
Published 2022-03-21